It’s Ennie Awards time and this game is up for Game of the Year 2023.
For what looks like a simple TTRPG, there’s actually a lot to unpack in Fabula Ultima TTJRPG from Emanuele Galletto, published by Need Games. It can be found on PDF here. There’s also this nifty adventure with pregenerated characters available to try it out for free called Fabula Ultima TTJRPG: Press Start.
Fabula Ultima is done very much in the Japanese TTRPG style of “Table Talk RolePlaying Game.” It pulls from inspirations in TTRPGs such as Ryuutama, Tenra Bansho Zero, and Anima Prime among others. It hails from the video game traditions such as Granblue Fantasy, Octopath Traveler, and of course, Final Fantasy. I also feel like there’s a little bit of Dragon Knight hiding in there, but it might just be me.
The first thing that stands out is the art.

It’s everything I’ve grown to expect is a Japanese style video game or TTRPG- high quality art. From the cover, the interior art, and even the layout does everything to capture the genre and feel of the game. I also chuckled at the video game style icons for the weapons, potions, etc. It brought me back to the days of managing my Final Fantasy characters’ inventories.
The artwork for the various character classes is especially outstanding. Everything visually striking in this game just makes me want to play it more. The blank concept map looks good, too. The character sheets look gorgeous, but very utilitarian. The artists really went all out on this game.
Some hits and misses with other parts of the book.
Okay, this next bit might be a bit of a culture class and a lack of understanding on my end. It seems to me that this game pushes the GM most of the way out the door and lets the players take charge. I haven’t run it yet, so maybe I’m wrong.
“No one is born a GM,” they said.
You haven’t met me yet! Bwah ha! I love being a GM. It’s almost better than drinking coffee or having se- uh pizza. Better than having veggie pizza.
In all seriousness, though, I think the game is designed around either brand new GMs, or not having one. I keep wanting to ask the author, “Who hurt you?” when it comes to GMs. They put a lot of power other games traditionally give to the GM into the hands of the players. Again, maybe it’s a thing elsewhere or maybe I just need to try it out as a change of pace.
This is the only game where players start at Level 5 and must take 2 classes, but no more than 3 to start play with. There are 15 classes in this game all the way from Chimerist all the way to Weapon Master. There are lots of skills to choose from in each class as well. The combos available are staggering to say the least. It reminds me a little of Warhammer FRP with all the class changing.
Another interesting facet of this book is they ordered it a little differently than what we’re commonly used to. The character creation chapter is in the middle of the book. A lot of the rules and so forth are up closer to the front of the book. My only bone of contention is the rules talk about a lot of rolls, skills, etc and there’s not as accurate frame of reference. Again, no big deal just a little confusing.
World building is taken mostly out of the hands of the GM and given to the players. Personally, it’s not something I typically recommend, but I think I see where the author was headed with it. I’m going to give it a try one of these days. The levels of cooperation this game fosters are not quite what I’m used to in a TTRPG. Maybe that’s okay.
My dream of a TTRPG version of Chrome Shelled Regios may yet come true, but possibly under another game system.
Lots of love for the GM section of this book.

One thing I love about Fabula Ultima is the very clearly defined roles and expectations for both the players and GMs. If I were a new GM and this was my first time running a game, I’d feel right at home given the vast amount of advice given. The GM role is very hands-off from the start with the players deciding on the world creation details, character backgrounds and dynamics. The GM just has to fill in some of the villains and monsters. Their other task is to describe things and ask lots of questions. Everything is very player driven.
I feel like as a GM it would be akin to having 5 armchair quarterbacks telling me what to do, which would be strange. It definitely creates a more sandbox, less plot-driven game. Maybe it’s just me, but I feel like as the GM, most of my time will be spent coming up with cool monsters, npcs, and maybe some items for them rather than worldbuilding. Fabula Ultima makes it easy to get into, though and I admire that.
Fabula Ultima is just plain charming all around.

I would have liked a little more bestiary, but that’s a personal preference. I think this game is highly expandable and I imagine we’ll see more of that in the months ahead. The book ends with the quote, “Your story has just begun.” Which really makes me think we’re getting expansions at some point.
I also really liked the appendix of recommended video games and animation for those wanting more inspiration. I’m a huge fan of many of the things found on these lists. There are too many to rattle off here, but maybe I’ll drop an article of my own recommended viewing one of these days.
I lucked into a physical copy of the game from a Friendly Local Game Store. Much to my delight, the softcover book came with an access code for digital copy from DriveThruRPG.com. This is one of the very few TTRPGs I’ve ever seen come with a dust jacket on the cover. It looks and feels like a million bucks.
Thanks for being here. If you are voting in the Ennies, please consider Fabula Ultima because it is very well done. I appreciate you. #IndieTTRPGMonth is rapidly coming to a close. More tomorrow.


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